Has anyone seen this anywhere? [Archive] - Wizards Community

Post/Author/DateTimePost
leftkeh

06-25-07, 05:03 AM
Has anyone seen anywhere a PrC like Mystic Theurge that advances two divine spellcasting classes (instead of a divine and an arcane)? I know it sounds weird, but still, we have almost every other combination (including the arcane/arcane Ultimate Magus).
RealSorceror

06-25-07, 01:30 PM
Nope, I've never seen one. I've seen Druid/Bard, Druid/Wizard, Cleric/Incarnate, Cleric/Necro, Cleric/Binder, and even Cleric/Psion.

You could always tailor the Ultimate Magus for a Favored Soul / Cleric build, although I think such a monstrousity would be deadly as all get out. Make sure they can't enter the prc with two classes that use the same caster stat. That would be really, really broken.
leftkeh

06-26-07, 03:16 AM
I was thinking something like this:
a 10 level PrC (named say, Divine Theurge)

Prerequisites:
Religion 6 ranks
Nature 6 ranks
Ability to cast divine spells from two different classes,
BAB 5

Provides:
BAB wizard
HD 8
Saves Wizard
Leveling up spellwise at every level, without gaining any other abilities.

I understand that having a PrC that requires only a single good Wis score (instead of Wis and Int, Int and Cha or Wis and Cha) may be broken, so any other suggestions are most welcome.
Magius_Rerecros

06-26-07, 11:16 AM
Well, the Favored Soul uses both Charisma and Wisdom for spellcasting (charisma for number of spells per day and highest spell level known, and wisdom for DC's), so it might be viable to do something like this for requirements:

- Knowledge (Religion) 8 ranks
- Knowledge (Nature) 4 ranks
- Base Attack Bonus: +5
- Feat: Divine Metamagic (or some Turning or other Divine feat)
- Spellcasting: Able to spontaneously cast 1st-level divine spells other then cure wounds/inflict wounds/summon nature's ally/etc., able to prepare and cast 2nd-level divine spells.


I added in that 'other' part in the Spellcasting portion of it to prevent things like Clerics getting in with just cleric levels because they can spontaneously lose a spell s cast a healing spell (or inflict if evil or neutral who chose negative energy), or s who can spontaneously cast Summon Nature's Ally. Feel free to add other spells to that list that I missed from certain 'spontaneous casting' entries to help the prevention, forcing the person to have two base classes.


For class abilities, I suggest it operates more like the Ultimate Magus. Granted, they wouldn't get Expanded Spell Power or Augmented Casting, because that would shoot their abilities through the roof. But I DO suggest that it has the same spell progression and that it gets bonus Divine feats at 5th and 9th level, as well as Divine Spell Power (+1 at 1st level, +2 at 4th level, +3 at 7th level, and +4 at 10th level). The rest could probably be left as dead levels. I agree on the base attack bonus progression (1/2, as wizard), and that they have the mage-like saves (bad fort & ref, good will). Either d6 or d8 for hit die.